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CHAPTER II.

ON THE ODDS OF A KNIGHT FOR TWO OR THREE MOVES.

THE odds of a Knight for two or three moves is also sometimes given: he who receives the two moves should observe, that if he take off the Queen's Knight, he ought not to begin with the K. B. P. and Q. B. P. each advanced two squares, because his adversary, by playing Q. P. two squares, will have a strong and safe game; nor should he begin with the K. P. two squares, and the Q. B. P. two squares, because his antagonist, by playing K. P. two squares, will keep one of his Bishops out of play, and will have the attack. He ought to begin with the K. P. and Q. P. each two squares; if the adversary move Q. P. two squares, he must advance K. P. one square. He may also begin with K. P. and K. B. P. two squares each; if the adversary move K. P. two squares, he should not take the Pawn, on account of the check with the Queen at his K. R. fourth square, but should play Q. P. two squares, and he will have a good game. If, after playing K. P. and K. B. P. each two squares, the adversary play Q. P. two squares, he should not take, but advance the K. P. The game may also be begun by playing Q. P. and Q. B. P. each two squares, or Q. P. and K. B. P. two squares, but these two openings do not much please me.

The best opening when the Knight is given for three moves, is to play K. P., Q. P., and Q. B. P. each two squares, because the adversary cannot advance either K. P. or Q. P. two squares: if, instead of the Q. B. P. he advance K. B. P. two squares, it is not to be found fault with, although the adversary may advance Q. P. two squares, because he would move the K. P. one square further. He may also begin with K. P., K. B. P., and Q. B. P. two squares; if the adversary advance K. P. two squares as before mentioned, he must not exchange Pawns, but should play Q. P. two squares.

CHAPTER III.

ON THE ODDS OF A KNIGHT FOR THE KING'S BISHOP'S PAWN AND THE MOVE.

First Game.

White gives the Q. Knight, and receives the K. B. Pawn and the move.

[blocks in formation]

3. Must not play K. P. because Black would take with his Pawn, and gain a Pawn whether the Queens be ex

changed or not,* therefore,

K. B. to Q. third square

3. K. P. two squares

4. Must not take the Pawn, because it would strengthen his adversary's game, who would take it with Q. P.,

but

[blocks in formation]

WHITE.

5. Q. P. one square

6. K. B. P. two squares

7. K. B. P. one square

BLACK.

5. Q. Kt. to K. second sq.
6. Q. Kt. to K. Kt. 3d sq. (A.)
7. Q. Kt. to K. second sq.

8. K. Kt. P. two squares, crowding the adversary's game.

7. Q. B. takes P.

(A.)

6. P. takes K. B. P.
7. Q. Kt. to K. Kt. third sq.
and has a good game.

The player of the White must observe that the best method of beginning is to play K. P. two squares; the best move for the Black is Q. P. one square ; the proper move then for the White is Q. P. two squares, and the next move of the Black should be K. Kt. to K. B. third square. The same opening is also good at the odds of the Pawn and move.

Second Game.

White gives the Q. Kt. and receives the K. B. P. and the

[blocks in formation]

CHAPTER III.

ON THE ODDS OF A KNIGHT FOR THE KING'S BISHOP'S PAWN AND THE MOVE.

First Game.

White gives the Q. Knight, and receives the K. B. Pawn and the move.

[blocks in formation]

3. Must not play K. P. because Black would take with his Pawn, and gain a Pawn whether the Queens be exchanged or not, therefore,

K. B. to Q. third square 3. K. P. two squares

4. Must not take the Pawn, because it would strengthen his adversary's game, who would take it with Q. P., but plays

[blocks in formation]
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